Dark Mirage
(Illusion/Phantasm – Shadow Weave)

When Dark Mirage is cast, the shadow adept causes the outline of <PRO_HISHER> form to become blurred, shifting and wavering. This distortion causes all missile and melee attacks against the caster to be made with a -3 penalty. The shadow adept also gains a +1 bonus to all of <PRO_HISHER> Saving Throws. Additionally, the caster causes from 2 to 8 exact duplicates of <PRO_HIMHER>self to come into being around <PRO_HIMHER>. These images do exactly what the shadow adept does. Since the spell causes a blurring and slight distortion when cast, it is impossible for opponents to be certain which are the illusions and which is the actual shadow adept. When an image is struck by a melee or missile attack—magical or otherwise—it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect the caster against every attack, as it is possible for an enemy to choose the real caster amongst all the images.

Dark Fortune
(Enchantment/Charm – Shadow Weave)

The recipient of this spell gains extraordinary luck for the next turn, receiving a +1 bonus to <PRO_HISHER> Saving Throws, attack rolls, and minimum damage/healing rolls as well as +5% to all thieving skills. Furthermore, damage dice for all effects outside a weapon’s base damage is reduced by 1. For example, a 6d6 fireball will do 6d5 damage, and a flaming long sword that deals 1d8+2 slashing plus 1d3 fire damage will deal 1d8+2 slashing plus 1d2 fire damage instead. This spell also makes the target immune to effects that reduce luck, such as Doom or Greater Malison.

Power Word, Sleep
(Conjuration/Summoning – Shadow Weave)

When a shadow adept calls upon a Power Word, Sleep spell, <PRO_HESHE> causes a comatose slumber to come upon 1 creature (other than undead and certain other creatures specifically excluded from the spell’s effects). The creature targeted must have less than 20 Hit Points and gets no Saving Throw. Magically sleeping opponents can be attacked with substantial bonuses. The Sleep effect will last for 5 rounds. This spell has no effect on creatures with more than 20 Hit Points.

Dread Silence
(Alteration – Shadow Weave)

Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible and spells cannot be cast. Each creature in the area must make a Saving Throw vs. Spell with a -5 penalty; if the save is failed then they are silenced for the duration of the spell. Note that this spell does not continue to affect the area after being cast; only those in the area at the time of the casting are affected by the silence. Only the caster is immune to the spell’s effects – both allies and enemies can be affected.

Lesser Drain Vitality
(Necromancy – Shadow Weave)

This spell allows the shadow adept to drain two points of Constitution from a single target, increasing the caster’s own for 1 turn. Drain Vitality (and its variants) does not cost Constitution as other spells of the Shadow Weave and may not affect the same target more than once per turn.

Black Mist
(Illusion/Phantasm – Shadow Weave)

When this spell is cast, a thick shadowy mist spreads across the area selected by the caster. Any creatures caught within the mist must make a save vs. spells at -2 at the beginning of each round or become blinded for that round, receiving a -4 penalty to their Armor Class and attack rolls and greatly reducing their vision range. Those who make successful Saving Throws can leave the mist without suffering any ill effects, although those remaining in the mist must continue to save each round. A Dispel Magic will remove the blindness on a particular character, but if they remain in the mist, then they are still subject to its effects.

Negative Energy Ray
(Necromancy – Shadow Weave)

Upon casting this spell, a black ray appears at the caster’s fingertips and bursts out towards one target of the caster’s choice. That target will be hit by the ray for 3d6 points of magical damage and suffers a -1 penalty to Armor Class, THAC0 and damage for 1 turn. The ray strikes a second time halfway through its duration, dealing the same amount of damage and applying a second instance of penalties. The caster may move while the spell is in effect. There is no saving throw against this spell’s effects.

Sigil of Vulnerability
(Enchantment/Charm – Shadow Weave)

This spell curses the target creature with mortality. For as long as the curse is in effect, the target loses 1% resistance to physical damage per level of the caster and is unable to heal, regenerate or otherwise restore their hit points by any magical means. A saving throw vs. spells negates the effect.

Shadow Walk
(Alteration – Shadow Weave)

This spell transports the caster to any place within the visual range of the caster. When the spell is cast, the shadow adept makes a brief planar jaunt into the Plane of Shadow and exits at a different location, making it seem as though <PRO_HESHE> has teleported. The caster is also briefly invisible for the travel duration, cancelling spells targeted at <PRO_HIMHER> unless the spellcaster can see through invisibility.

Hallucinate
(Illusion/Phantasm – Shadow Weave)

The target of this spell must make a Saving Throw vs. Spell or come under its effects. When under the effects of the Hallucinate spell, the victim experiences a disruption of their senses causing them to perceive something that is not actually there, causing them to randomly wander, attack the nearest person, or stand confused.

Shadowfade
(Illusion/Phantasm – Shadow Weave)

This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the recipient attacks any creature, or until 24 hours have passed. The caster cannot perform any actions that manipulate the environment around <PRO_HIMHER>, such as opening doors, disarming a trap, or opening a chest. The caster can, however, cast defensive spells on <PRO_HIMHER>self and fellow party members. And if <PRO_HESHE> attacks, <PRO_HESHE> immediately becomes visible, although the invisibility enables <PRO_HIMHER> to attack first.

Additionally, if the target is either a shadow adept or a native of the Shadow Plane, they are healed for 1d6 hit points (+1d6 per five caster levels).